Mega Man X2
Zeldix :: MSU-1 Hacking :: MSU-1 Hacks Database :: Jump 'n Gun :: Mega Man
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20170816
Mega Man X2
Patch (v10, sd2snes resume fixed):
- Code:
https://mega.nz/file/oz5miKLL#zi4PmVdj-KCgBWmZmmXccHgGitivxuXm_SuNhPI9x1I
v9, music resumes after Dr. Light spoke
PCMs:
MET (Krzysztof Slowikowski) 2019 Remastered X2 Version 2 by JUD6MENT:
- Code:
Download:
https://www.mediafire.com/file/w3y11ka80x17ijk/MMX2_Covered_by_MET_V.2_2019_Remastered_by_JUD6MENT.zip/file
Mirror Download:
https://archive.org/details/mmx-2-covered-by-met-v.-2-2019-remastered-by-jud-6-ment
TheLegendOfRenegade Sega Mega Drive/Genesis YM2612 Style PCM's by Relikk:
- Code:
https://1drv.ms/u/s!Ahue7izQZmouwnfmpWB3m0Gd1Xli
Mega Man X2 (-21dB):
- Code:
http://www.mediafire.com/?7202mti9lx8bodr
Mega Man X2 MSU-1 2019 Alt Version by R1ggles
- Code:
https://mega.nz/file/Y2JQDByT#sgZGrnT6vcteXYCwXR3Mi7WN2ed15jG2C9oAKJ5RQqo
Dr. Light Theme collection by JUD6MENT:
- Code:
https://mega.nz/file/zbgTQQaY#FXw0t3bZyE1RkMHNEC-EnLAtb1jQl6j2pb-hmFTkfKU
Last edited by Conn on Fri 17 Dec 2021 - 4:52; edited 38 times in total
Conn- Since : 2013-06-30
Mega Man X2 :: Comments
Re: Mega Man X2
For whatever it's worth and anybody looking into it in the future. The Her-Saki translation does indeed work with MSU-1. MSU-1 audio was playing for me during the crash when I tested it.
I think that the text engine they are using is what causes the crash. So it's probably a X1 similar type of deal. It's too bad that we don't have the source code for this one like when pev did X1.
I think that the text engine they are using is what causes the crash. So it's probably a X1 similar type of deal. It's too bad that we don't have the source code for this one like when pev did X1.
Best of luck with finding somebody who makes hersaki x2 compatible. One user here already died while waiting for his paladin quest request fulfilled
It's mainly pev and me left from the maintenance coding side and we both are overloaded and retired. I still fix bugs but... Yeah it's too much work maintaining all stuff already for mainly 2 people. So sorry that we stopped/simply cannot fulfill all requests
It's mainly pev and me left from the maintenance coding side and we both are overloaded and retired. I still fix bugs but... Yeah it's too much work maintaining all stuff already for mainly 2 people. So sorry that we stopped/simply cannot fulfill all requests
I got a reply from them on the Github. Modifications will be made soon so the address that conflicts with the MSU-1 hook will be elsewhere.
A translation patch for X3 seems to be in the works too. Thank god. X3 is the worst localized of the SNES trilogy.
I plan on doing a playthrough for all possible text scenarios with Zero’s parts to make sure there are no bugs.
A translation patch for X3 seems to be in the works too. Thank god. X3 is the worst localized of the SNES trilogy.
I plan on doing a playthrough for all possible text scenarios with Zero’s parts to make sure there are no bugs.
Yes, I read the git response, that's nice hex editing all links without source is a misery. I checked the code, this is the only overlap so after her-saki remapped I expect it to work.
(He just shouldn't move it to 0x47db0-0x47e80 (in this area is a second part of the msu code )
X3 probably will have the same problem, the free space darkshock put the code is much alike. But things come when they come
(He just shouldn't move it to 0x47db0-0x47e80 (in this area is a second part of the msu code )
X3 probably will have the same problem, the free space darkshock put the code is much alike. But things come when they come
Thank you for the insight on Github. There’s a lot of things I don’t know that you would.
It’s going to be nice knowing I can have the best possible experience to play this game now.
It’s going to be nice knowing I can have the best possible experience to play this game now.
https://github.com/Her-Saki/Rockmania_X2/issues/1#issuecomment-658427186
I personally don't think you should combine both patches together like X1. It should just be optional. I have a feeling updates could come for the X2 translation. Though, I'm sure it doesn't matter really if both work together fine. I don't think he'll mistakenly use the same MSU-1 hook later on if he knows not to now.
It was nice that the github was there and he responded to the issue. X1 was a disaster with the way the scripting is programmed with that game and it was hard to contact him before. It's nice to see that everything works fine and we don't need the source code.
The only thing I have an opinion about the MSU-1 in the sense of it being true to the original version of the game is the way the staff roll happens. It doesn't fade out at all on the actual game. It just plays before the Capcom Logo Thank you for Playing message. This is the only other suggestion I have that could make this anymore better than the current MSU-1 patch is. I know this is a problem to do without the source code. Forgive me. Just suggesting if we want to make things better/perfect in terms of accuracy's sake.
I personally don't think you should combine both patches together like X1. It should just be optional. I have a feeling updates could come for the X2 translation. Though, I'm sure it doesn't matter really if both work together fine. I don't think he'll mistakenly use the same MSU-1 hook later on if he knows not to now.
It was nice that the github was there and he responded to the issue. X1 was a disaster with the way the scripting is programmed with that game and it was hard to contact him before. It's nice to see that everything works fine and we don't need the source code.
The only thing I have an opinion about the MSU-1 in the sense of it being true to the original version of the game is the way the staff roll happens. It doesn't fade out at all on the actual game. It just plays before the Capcom Logo Thank you for Playing message. This is the only other suggestion I have that could make this anymore better than the current MSU-1 patch is. I know this is a problem to do without the source code. Forgive me. Just suggesting if we want to make things better/perfect in terms of accuracy's sake.
That's great
I put the patch by Her-Saki into a new subfolder in the msu patch folder
https://mega.nz/file/oz5miKLL#zi4PmVdj-KCgBWmZmmXccHgGitivxuXm_SuNhPI9x1I
Because I do not know whether romhacking.net patch is updated as well (such things easily can leaad to confusion). But I did not merge them. People can patch themselves.
That is a bit too much effort imo, though I am open for it if the pcm artists (Jud6ment, relikk, R1ggles and the unknown author of the first pack - guess it is DarkSock's set) think that is necessary too.
Edit:
Maybe I am misunderstanding anything, but here's a complete msu playthrough by DS:
https://youtu.be/ePaZgHMAC4w?t=5365
At 1:29:30 you have a clear fade-out...
I put the patch by Her-Saki into a new subfolder in the msu patch folder
https://mega.nz/file/oz5miKLL#zi4PmVdj-KCgBWmZmmXccHgGitivxuXm_SuNhPI9x1I
Because I do not know whether romhacking.net patch is updated as well (such things easily can leaad to confusion). But I did not merge them. People can patch themselves.
It would be easy to set this track to no-loop, but then the problem is that all 4 pcm sets need that ending theme adjusted to fade out. Means not only the patch, but all pcm sets need to be rehosted with the credit theme made to end instead of a loop point.The only thing I have an opinion about the MSU-1 in the sense of it being true to the original version of the game is the way the staff roll happens. It doesn't fade out at all on the actual game. It just plays before the Capcom Logo Thank you for Playing message. This is the only other suggestion I have that could make this anymore better than the current MSU-1 patch is. I know this is a problem to do without the source code. Forgive me. Just suggesting if we want to make things better/perfect in terms of accuracy's sake.
That is a bit too much effort imo, though I am open for it if the pcm artists (Jud6ment, relikk, R1ggles and the unknown author of the first pack - guess it is DarkSock's set) think that is necessary too.
Edit:
Maybe I am misunderstanding anything, but here's a complete msu playthrough by DS:
https://youtu.be/ePaZgHMAC4w?t=5365
At 1:29:30 you have a clear fade-out...
Thanks for the tip. I’ll extend my own PCM set that I use and remove the loop bytes and extend it a little more exclusively for the Staff Roll for the next time I play if it’s not a patch problem.
The fade out always happened with the original DS patch.
The fade out always happened with the original DS patch.
Sorry I don't get you. What is in the msu1 play not similar to the spc version?
https://youtu.be/ePaZgHMAC4w?t=5365
I played it myself and it fades out before the capcom thing (Jud6ment set and megaman x2 (not rockman). All looks similar to the spc version.
Last edited by Conn on Tue 14 Jul 2020 - 19:40; edited 1 time in total
https://youtu.be/ePaZgHMAC4w?t=5365
I played it myself and it fades out before the capcom thing (Jud6ment set and megaman x2 (not rockman). All looks similar to the spc version.
Last edited by Conn on Tue 14 Jul 2020 - 19:40; edited 1 time in total
Ah:
https://www.youtube.com/watch?v=IURT8bhpm2I
yes. You need to check the staff-roll pcm:s whether they end or not. It looks like they end. In this case you only need to set the non-loop to loop
If you have bad luck there is a ingame command to fade out.
Anyways... this... is really... incredible small. I go to sleep now
Much luck.
https://www.youtube.com/watch?v=IURT8bhpm2I
yes. You need to check the staff-roll pcm:s whether they end or not. It looks like they end. In this case you only need to set the non-loop to loop
If you have bad luck there is a ingame command to fade out.
Anyways... this... is really... incredible small. I go to sleep now
Much luck.
https://mega.nz/file/nOpXgR4T#EKQhP9cYJ47yvGl5NJ3r8uX0yA339VhJKA2QfBQo_7k
This PCM should fix the track that Jud6ment did in his set, and I strongly advise you to put it in the set for accuracy purposes to the original game. It loops. DarkShock made the same mistake in his release back then. The only two things I did was put in the precise loop that seemed right to me after calculating a good loop like I did with my MM7 and MMII GB sets. Slipped it in through hex editing, and pruned the excess audio off. The audio itself was not altered by any means. I slipped this point in the original Krzysztof Słowikowski BandCamp files and it seems to be working good.
I don't think I'll fix the others since most people favor the Krzysztof releases. Glad to know it wasn't a patch problem.
This PCM should fix the track that Jud6ment did in his set, and I strongly advise you to put it in the set for accuracy purposes to the original game. It loops. DarkShock made the same mistake in his release back then. The only two things I did was put in the precise loop that seemed right to me after calculating a good loop like I did with my MM7 and MMII GB sets. Slipped it in through hex editing, and pruned the excess audio off. The audio itself was not altered by any means. I slipped this point in the original Krzysztof Słowikowski BandCamp files and it seems to be working good.
I don't think I'll fix the others since most people favor the Krzysztof releases. Glad to know it wasn't a patch problem.
No problem. You wanted to release it quick because it just came out and it's understandable. Really happy somebody wanted to do it at the time too.
145940 < This was the loop point that I used in sample format if it helps for your purposes.
145940 < This was the loop point that I used in sample format if it helps for your purposes.
The fading out is part of track 31 and this track is set to no-loop in the asm.
This you can do:
- simply make the track 31 run longer. It's 2:05 and if it runs e.g., 2:15 it automatically breaks after the credit roll
It is not necessary to set it to loop in the asm then, but if you want to do that:
0x7ed9: f0 03 -> ea ea
I must confess however that I would favour the fade-out, though "not-original". But making the pcm-31 longer (2:15 or so) for those prefering the original way is a good compromise, since it does not require re-editing the asm.
This you can do:
- simply make the track 31 run longer. It's 2:05 and if it runs e.g., 2:15 it automatically breaks after the credit roll
It is not necessary to set it to loop in the asm then, but if you want to do that:
0x7ed9: f0 03 -> ea ea
I must confess however that I would favour the fade-out, though "not-original". But making the pcm-31 longer (2:15 or so) for those prefering the original way is a good compromise, since it does not require re-editing the asm.
Thank you for examining the asm further for me. I made the edit for my patched games. It makes me understand how an MSU-1 patch works more with you posting that address of how things work. Looks like you can set the other tracks to loop or not loop around it too. Notice EAEA a lot near the beginning near where the MSU-1 patch happens.
I agree. It seemed nice and more seamless with the Krzysztof V1 version (DS) fade out. Maybe you can make it a choice if the track becomes longer? I'm personally gonna have to go with accuracy with the original game after so long. With my personal PCM sets I use on my SD2SNES Pro, I'll probably end up leaving the Krzysztof V1 pack alone so long as it ends at the right spot. Maybe DarkShock thought it was a good idea when he was making his set.
I agree. It seemed nice and more seamless with the Krzysztof V1 version (DS) fade out. Maybe you can make it a choice if the track becomes longer? I'm personally gonna have to go with accuracy with the original game after so long. With my personal PCM sets I use on my SD2SNES Pro, I'll probably end up leaving the Krzysztof V1 pack alone so long as it ends at the right spot. Maybe DarkShock thought it was a good idea when he was making his set.
I plan to make an extended track 31 for my set sometime soon. It would not be hard, i have just been taking a small break from MSU-1 but i will hop on and do at least on my day off saturday, maybe sooner.
@nicholas, I was a little stressed that day and misread your message. You are right, a choice is best: I think the best way is to provide a track-31 fade and a track-31 with extended length, in the same set: the default is then the track-31 while the alternative is labelled track-31_fade|extended. So people can simply rename the alternative track in case they prefer it more. But really this is so little
Oh i misread it too conn, that is a good idea. I will update my pack like that, especially since fade is already made
So long as I can always set the BGM to loop in future MSU-1 patches. I think I’m in good shape. Thank you for that Conn.Conn wrote:@nicholas, I was a little stressed that day and misread your message. You are right, a choice is best: I think the best way is to provide a track-31 fade and a track-31 with extended length, in the same set: the default is then the track-31 while the alternative is labelled track-31_fade|extended. So people can simply rename the alternative track in case they prefer it more. But really this is so little
I think I’m pretty much satisfied with X2 now with the Her-Saki patch working and I have the Staff Roll the way I want it to how the original game was. I’m very interested on how the Her-Saki X3 patch will be and have my eyes set on that. I also have some other MSU-1 sets in mind that I want to do.
Ok, I got the track 31 done that is extended. It fades out but it is plenty long to fill the whole credit scene.
Krzysztof Slowikowski 2019 Remastered Version by JUD6MENT (v2: included Dr.Light Theme):
https://mega.nz/file/yy52DKoa#3vhC4SffI_KeFtcOo-4RdK90Hw2uOFsgmXLIQ6Ukf04
Krzysztof Slowikowski 2019 Remastered Version by JUD6MENT (v2: included Dr.Light Theme):
https://mega.nz/file/yy52DKoa#3vhC4SffI_KeFtcOo-4RdK90Hw2uOFsgmXLIQ6Ukf04
I got a removed link, I need this one to replaced it.
https://mega.nz/file/B6gCDIBS#QfZKpBDuZcOtl7Q3YimS1ACkbyk7y5gziaadotUPPIk
There is no changes to the PCM set, just making a working link.
https://mega.nz/file/B6gCDIBS#QfZKpBDuZcOtl7Q3YimS1ACkbyk7y5gziaadotUPPIk
There is no changes to the PCM set, just making a working link.
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